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@ -911,8 +911,8 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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const auto type = static_cast<eItemType>(item->GetInfo().itemType);
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const auto type = static_cast<eItemType>(item->GetInfo().itemType);
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if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == false)
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if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == false)
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{ // Spawn above current position so we dont fall through floor?
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{
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auto startPosition = m_Parent->GetPosition() + NiPoint3::UNIT_Y + 2;
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auto startPosition = m_Parent->GetPosition();
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auto startRotation = NiQuaternion::LookAt(startPosition, startPosition + NiPoint3::UNIT_X);
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auto startRotation = NiQuaternion::LookAt(startPosition, startPosition + NiPoint3::UNIT_X);
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auto angles = startRotation.GetEulerAngles();
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auto angles = startRotation.GetEulerAngles();
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@ -989,50 +989,12 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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// m_Parent->AddDieCallback([item, this](){
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// this->UnEquipItem(item);
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// this->EquipItem(item);
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// });
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// carEntity->AddDieCallback([item, this](){
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// this->UnEquipItem(item);
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// this->EquipItem(item);
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// });
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hasCarEquipped = true;
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hasCarEquipped = true;
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equippedCarEntity = carEntity;
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equippedCarEntity = carEntity;
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return;
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return;
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} else if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == true)
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} else if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == true)
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{
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{
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//GameMessages::SendTeleport(m_Parent->GetObjectID(), m_Parent->GetPosition(), m_Parent->GetRotation(), m_Parent->GetSystemAddress(), true, true);
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// reset character component back to what it was
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// auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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// if (characterComponent != nullptr)
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// {
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// characterComponent->SetIsRacing(false);
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// characterComponent->SetVehicleObjectID(LWOOBJID_EMPTY);
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// }
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// auto* possessableComponent = equippedCarEntity->GetComponent<PossessableComponent>();
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// if (possessableComponent != nullptr)
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// {
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// possessableComponent->SetPossessor(previousPossessableID);
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// previousPossessableID = LWOOBJID_EMPTY;
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// }
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// // #107
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// auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
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// if (possessorComponent != nullptr)
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// {
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// possessorComponent->SetPossessable(previousPossessorID);
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// previousPossessorID = LWOOBJID_EMPTY;
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// }
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GameMessages::SendNotifyRacingClient(LWOOBJID_EMPTY, 3, 0, LWOOBJID_EMPTY, u"", m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendNotifyRacingClient(LWOOBJID_EMPTY, 3, 0, LWOOBJID_EMPTY, u"", m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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// GameMessages::SendNotifyVehicleOfRacingObject(equippedCarEntity->GetObjectID(), LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS);
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// GameMessages::SendRacingPlayerLoaded(LWOOBJID_EMPTY, m_Parent->GetObjectID(), LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS);
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//GameMessages::SendTeleport(m_Parent->GetObjectID(), equippedCarEntity->GetPosition(), equippedCarEntity->GetRotation(), m_Parent->GetSystemAddress(), true, true);
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// EntityManager::Instance()->SerializeEntity(m_Parent);
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auto player = dynamic_cast<Player*>(m_Parent);
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auto player = dynamic_cast<Player*>(m_Parent);
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player->SendToZone(player->GetCharacter()->GetZoneID());
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player->SendToZone(player->GetCharacter()->GetZoneID());
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equippedCarEntity->Kill();
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equippedCarEntity->Kill();
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